MJ Realms: Heroes of Faerûn

Main Page

General Info and Getting Started

This page will be the starting point to organize the campaign. Most of it will be added by the DM (me), but there will be stuff that any player can add as well to keep track of important events, people you meet, ideas you have for your characters and stuff like that.

We will be organizing a character building session sometime late August likely, right now, tentative for the evening of the 26th (Friday). I will also give you some initial info to start working on your character before then. The session will be more of a finalizing of the character, tweaking of background info, determine how everyone knows each other, and we may to a practice combat encounter…

This site is built around the concept of a ‘wiki’. For information on updating and editing see Wiki Help

Podcast of some guys (Critical Hits Podcast) going through the character creation process, and discussion the mechanics of 4e.

Choosing a Class

In 4E Classes are broken up into 4 primary roles: Controller, Leader, Defender, Striker. It is a good idea to have a balance in the party and try to fill all of the roles, the roles to start doubling-up on would be Striker and Defender, presuming more than 4 PC’s (which we should have)

The following Classes are only from 2 books, Player’s Handbook, and Forgotten Realms Player’s Guide. There is a PHB 2 and 3 that each add more classes (google if you are interested), and we can discuss the possibility of using those books as well. Think about it, and I will be asking the question in the near future.

EDIT: I have decided we might as well use the additional classes in PHB 2, they are Avenger, Barbarian, Bard, Druid, Invoker, Shaman, Sorcerer, and Warden. I will put some more info on them later.

The following is a brief description of each role (from the PHB) including which class(es) fit the role.

Roles:

Controller (Wizard, Druid, Invoker)
Controllers deal with large numbers of enemies at the same time. They favor offense over defense, using powers that deal damage to multiple foes at once, as well as subtler powers that weaken, confuse, or delay their foes.

Defender (Fighter, Paladin, Swordmage, Warden)
Defenders have the highest defenses in the game and good close-up offense. They are the party’s front-line combatants; wherever they’re standing, that’s where the action is. Defenders have abilities and powers that make it difficult for enemies to move past them or to
ignore them in battle.

Leader (Cleric, Warlord, Bard, Shaman)
Leaders inspire, heal, and aid the other characters in an adventuring group. Leaders have good defenses, but their strength lies in powers that protect their companions and target specific foes for the party to concentrate on. Clerics and warlords (and other leaders) encourage and motivate their adventuring companions, but just because they fill the leader role doesn’t mean they’re necessarily a group’s spokesperson or commander. The party leader—if the group has one—might as easily be a charismatic warlock or an authoritative paladin.
Leaders (the role) fulfill their function through their mechanics; party leaders are born through roleplaying.